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Made in us
Fixture of Dakka






CWE is next, DE is later.

There is a very nice list over at thedarkcity.

With that said,

1) HQ's need to be better and some cheaper (DE has the most over costed HQ in game for what it does).
2) Coven needs to be either cheaper or better
3) Splinter Cannons are trash
4) All Splinter weapons needs help
5) Some weapons are godly over costed; Shredder, Heat Lance, Blaster etc...
6) Reavers and Hellions are over costed and in the same roll ish, Reavers need rework in general
7) Wyches needs to be able to take more weapons 2 per 5 and Bloodbrides 4 per 5 (literally every other army works like this)
8 ) Court of Archon rule needs to change (if you take a T5 bodyguard, you can NOT use his toughness to take the wound, you have to use the T3 Archon)
9) Court is to costly

The "Top" units are Incubi, Ravager, Bomber
Then you have Trueborn, Mandrakes, Raider, Razorwing Jet, Scourges (both set ups AI with poison or DL)
Follow buy Clawfiends and Khymerae's
Then everything else.

As a person with a large DE army, that has tried every unit multi times against different opponents, its a very boring play style right now, you just take Ravagers, Bombers, Scourges with a few Kabals in a Raider or 2 for CP and cheap troops.

DE got gutted again in 8th, literally 6-7th took options away from units and again in 8th. I want those fething options back.

   
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Waaagh! Ork Warboss




Italy

I agree, I can't stand the mono-shooting lists. In 7th I always had 15-18 reavers and either the grotesquerie or the corspethiefclaw, sometimes even the dark artisan in addition.

Now I still play with grotesques in raiders, I added incubi (which were useless in 7th) but had to cut off the bikes. And talos were nerfed as well, I sometimes include them (usually a max squad of 3) but they're nothing special. They mostly help messing some deep striking enemy units and soak the anti tank that ravagers, trueborn or flyers would have taken.

IMHO at very competitive levels dark eldar are better overall with their full shooting list, but I hate playing with that style, I feel like they got actually quite nerfed, like my orks.

 
   
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I was playing dark eldar at tournaments but I just had to pass on them at the last big event I played. The fact is opponents are playing hordes right now and dark eldar just don't have the volume of shots/attacks to deal with it currently. In one game this past weekend, I faced one list with 160 orks and in another I faced 180 gaunts. The only reason I was able to kill them with my chaos army was through weight of fire like noise marines (who get 3 shots per model and another 3 when they die), quad heavy bolters (which can put out 12 shots for 80ish points) and khorne berserkers (getting 6 attacks per turn). I'm positive I would have gone 1-4 instead of 4-1 if I'd used Dark Eldar. Hold off on them till the codex for anything tournament related right now imo and just use them for more casual/fun games. (Also, -1 to hit doesn't matter at all when enemies are just running a dozen smiting characters embedded in the hordes).
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 lessthanjeff wrote:
I was playing dark eldar at tournaments but I just had to pass on them at the last big event I played. The fact is opponents are playing hordes right now and dark eldar just don't have the volume of shots/attacks to deal with it currently. In one game this past weekend, I faced one list with 160 orks and in another I faced 180 gaunts. The only reason I was able to kill them with my chaos army was through weight of fire like noise marines (who get 3 shots per model and another 3 when they die), quad heavy bolters (which can put out 12 shots for 80ish points) and khorne berserkers (getting 6 attacks per turn). I'm positive I would have gone 1-4 instead of 4-1 if I'd used Dark Eldar. Hold off on them till the codex for anything tournament related right now imo and just use them for more casual/fun games. (Also, -1 to hit doesn't matter at all when enemies are just running a dozen smiting characters embedded in the hordes).


Have you ever tried units of 10 scourge deepstriking with shardcarbines? It costs 140 pts for 30 poisoned shots and you can usually get them where you want and drop right into cover possibly when you appear should you need it.

If that doesn't work perhaps units of 10 wracks with a haemonculus for the +1 toughness boost will work. I've been considering it myself.

This message was edited 1 time. Last update was at 2017/10/09 20:12:22


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DE weakness is hordes. Point for Point the Khymerae's are best (if they can get there) then i think it is bloodbrides next best... again they need to get there. (these number are for T3/4 5+ saves).

Scourges are great, but Poison isnt that good, sadly it always wounds on 4 and has 0 AP. 30 Shots will end up being 6-7 wounds.

For 140pts 6.5 wounds isnt very good as AI unit when they will die next turn. You only get 1 shot off on Scourges being 18" away from Orks, Guardsman/Conscripts, etc...

DE has no good answers to hordes atm.

All DE Anti-Horde items are way to costly and Poison is a trash weapon.

   
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pontiac, michigan; usa

 Amishprn86 wrote:
DE weakness is hordes. Point for Point the Khymerae's are best (if they can get there) then i think it is bloodbrides next best... again they need to get there. (these number are for T3/4 5+ saves).

Scourges are great, but Poison isnt that good, sadly it always wounds on 4 and has 0 AP. 30 Shots will end up being 6-7 wounds.

For 140pts 6.5 wounds isnt very good as AI unit when they will die next turn. You only get 1 shot off on Scourges being 18" away from Orks, Guardsman/Conscripts, etc...

DE has no good answers to hordes atm.

All DE Anti-Horde items are way to costly and Poison is a trash weapon.


What about wracks though? I'll admit for strength 3 it's about the same as you were toughness 4 but with toughness 5 vs str 4 attacks it should be better. You are probably right about the other 2 though. Keep in mind i have only played a bit of 8th (probably 8 games).

This message was edited 1 time. Last update was at 2017/10/09 20:49:02


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Longtime Dakkanaut




UK

Just a quick curious question - after the nerf to razorwing flocks (which I assume has now made them essentially useless), which of the other beast choices are actually worthwhile (if any)?

Considering adding a small melee counter force to my list, and am currently considering wracks/grotesques and beasts.
   
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NC, USA

Niiru wrote:
Just a quick curious question - after the nerf to razorwing flocks (which I assume has now made them essentially useless), which of the other beast choices are actually worthwhile (if any)?

Considering adding a small melee counter force to my list, and am currently considering wracks/grotesques and beasts.


Skip the Grots for sure. Wracks are okay ish with an Ossefactor and backed up by a Haemy, but still pretty expensive and if you're going for a decently competitive list, I'd still leaves those at home too. Clawed Fiends put out decent damage. Khymerae are the best anti-horde option we have.

This message was edited 1 time. Last update was at 2017/10/09 22:22:02


 
   
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 flamingkillamajig wrote:
 Amishprn86 wrote:
DE weakness is hordes. Point for Point the Khymerae's are best (if they can get there) then i think it is bloodbrides next best... again they need to get there. (these number are for T3/4 5+ saves).

Scourges are great, but Poison isnt that good, sadly it always wounds on 4 and has 0 AP. 30 Shots will end up being 6-7 wounds.

For 140pts 6.5 wounds isnt very good as AI unit when they will die next turn. You only get 1 shot off on Scourges being 18" away from Orks, Guardsman/Conscripts, etc...

DE has no good answers to hordes atm.

All DE Anti-Horde items are way to costly and Poison is a trash weapon.


What about wracks though? I'll admit for strength 3 it's about the same as you were toughness 4 but with toughness 5 vs str 4 attacks it should be better. You are probably right about the other 2 though. Keep in mind i have only played a bit of 8th (probably 8 games).


Wracks are poison, so Str doesnt matter for them, they also are 2 attacks, same as wyches, but they are better at holding objectives and a good body guard for a Haemonculus, they also get Electo Whips over Agonisers.

Personally with a 5++ and 6+++ T5 with Haemi, they have the same roll as Wyches. They stall out combat. 10 Wyches will do more Damage than 10 Wrack over time due to pistols in combat and the -1ap on the 3 weapons. But Wracks can have special weapons like the Liquidfire un and the Offesfactor. Both IMO are equal in what they do for the points. A S3 flamer with AP or a 1 shot higher chance to kill 1-2 guys. The Ossefactor has range tho.

The Problem with these options are, they are costly and needs a vehicle.

Grotesques are missing D3 attacks per guy from 7th, if Each Grot had 2more attacks base they would be worth it. But as is..... they are not.

Edit: If Haemonculus could get a WWP again, that would be a different story.

This message was edited 2 times. Last update was at 2017/10/09 22:46:15


   
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I do find it odd that Eldar in general gained the ability to use the webway a couple editions ago, and then lost it for... no reason at all?

Though it might be a codex thing.
   
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Niiru wrote:
I do find it odd that Eldar in general gained the ability to use the webway a couple editions ago, and then lost it for... no reason at all?

Though it might be a codex thing.


Im guessing its going to be a Stratagem and didnt want to change it between Index to Codex, so they took it out for now.

Like a Before game starts, spend X command points to put a unit in reserves using the WWP, gaining a DS rule.

Edit: that means you can also DS turn 2 to re-roll charges. Imagine a 10man Incubi DSing and re-roll charges or a CP to re-roll 1 dice to get a 9" on turn 1. Or 10 Grots, Talos's etc....

This message was edited 2 times. Last update was at 2017/10/09 22:51:53


   
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Longtime Dakkanaut




UK

 Amishprn86 wrote:
Niiru wrote:
I do find it odd that Eldar in general gained the ability to use the webway a couple editions ago, and then lost it for... no reason at all?

Though it might be a codex thing.


Im guessing its going to be a Stratagem and didnt want to change it between Index to Codex, so they took it out for now.

Like a Before game starts, spend X command points to put a unit in reserves using the WWP, gaining a DS rule.

Edit: that means you can also DS turn 2 to re-roll charges. Imagine a 10man Incubi DSing and re-roll charges or a CP to re-roll 1 dice to get a 9" on turn 1. Or 10 Grots, Talos's etc....



I suspect this is true, as this is pretty much the strategem Alpha Legion got, as well as one of the AdMech houses. Problem with this is that it should be a universal stratagem for all Eldar, and not just one single faction. We shall have to wait and see what they do in the craftworld codex! Not long to wait at least.


On my previous topic, which would be a better addition to an army - Wracks/Grotesques, or Fiends/Khymaera?
   
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Niiru wrote:
 Amishprn86 wrote:
Niiru wrote:
I do find it odd that Eldar in general gained the ability to use the webway a couple editions ago, and then lost it for... no reason at all?

Though it might be a codex thing.


Im guessing its going to be a Stratagem and didnt want to change it between Index to Codex, so they took it out for now.

Like a Before game starts, spend X command points to put a unit in reserves using the WWP, gaining a DS rule.

Edit: that means you can also DS turn 2 to re-roll charges. Imagine a 10man Incubi DSing and re-roll charges or a CP to re-roll 1 dice to get a 9" on turn 1. Or 10 Grots, Talos's etc....



I suspect this is true, as this is pretty much the strategem Alpha Legion got, as well as one of the AdMech houses. Problem with this is that it should be a universal stratagem for all Eldar, and not just one single faction. We shall have to wait and see what they do in the craftworld codex! Not long to wait at least.


On my previous topic, which would be a better addition to an army - Wracks/Grotesques, or Fiends/Khymaera?


DE should be full codex, i mean they live in there... Eldar on the other hand does have some WWP uses and so does Harlies, i could see it being limited in Eldar and Harlequins codex's but no limit in DE.

   
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UK

 Amishprn86 wrote:
Niiru wrote:
 Amishprn86 wrote:
Niiru wrote:
I do find it odd that Eldar in general gained the ability to use the webway a couple editions ago, and then lost it for... no reason at all?

Though it might be a codex thing.


Im guessing its going to be a Stratagem and didnt want to change it between Index to Codex, so they took it out for now.

Like a Before game starts, spend X command points to put a unit in reserves using the WWP, gaining a DS rule.

Edit: that means you can also DS turn 2 to re-roll charges. Imagine a 10man Incubi DSing and re-roll charges or a CP to re-roll 1 dice to get a 9" on turn 1. Or 10 Grots, Talos's etc....



I suspect this is true, as this is pretty much the strategem Alpha Legion got, as well as one of the AdMech houses. Problem with this is that it should be a universal stratagem for all Eldar, and not just one single faction. We shall have to wait and see what they do in the craftworld codex! Not long to wait at least.


On my previous topic, which would be a better addition to an army - Wracks/Grotesques, or Fiends/Khymaera?


DE should be full codex, i mean they live in there... Eldar on the other hand does have some WWP uses and so does Harlies, i could see it being limited in Eldar and Harlequins codex's but no limit in DE.


I could agree with this. Ulthwe I think is the main one who should get the webway stratagem, fluffwise. Though they also should be able to run seer councils and psykers, which they currently can't do. So we shall see.

I liked the old rules where DE had to carry the webway gate into the battlefield and deploy it. Can't remember when that was. 6th maybe.
   
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5th you could take a 35pts WWP (it was a void mine template) and place it, it counted as impassabile terrain unless you are DE and you can DS out within 3" from it.

It was BY FAR my favorite thing to do, you could take 3 Haemis (back then 50pts each 3 = 1 HQ slot) making them 85pts each, but make a Wall of WWP's and appear behind them.

Essentially making a impassible wall that you can block off an area.

6-7th Codex (it was either late 6 or earily 7th) was just 1 unit could have No scatter DS within 1" for 35pts. Thats still REALLY good, but DE was such a low power scale it didnt help.

I was DSing 20 Grotesques with 2 Haemonculus tho, that was fun.

   
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Waaagh! Ork Warboss




Italy

I typically play grots anyway, even if they aren't the monsters they used to be, 2x4 grots in raiders with an haemy to boost their toughness. IMHO they're the best melee DE unit, I have no luck with wyches and bloodbrides unless I play an entire list dedicated to a wych cult, and incubi are still part of my list but grots perform better. i can't play DE without at least 3 close combat oriented units.

I have no beasts so I can't speak for them, and hellions are really terrible, their only strenght is their speed, they're basically a tarpit unit, not a melee one. Talos are still decent but they hardly reach combat. Wracks even with an haemy nearby don't worth their points, IMHO they're among the worst units in the codex, their only purpose seems to let a player that wants a full coven list use a battallion detachment for having more CPs.

 
   
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Best DE melee unit is Incubi for sure, no questions about it.

Edit: For a TAC melee unit that is, for Hordes Beasts are technical best, but you have to run there

This message was edited 1 time. Last update was at 2017/10/10 09:32:41


   
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Italy

 Amishprn86 wrote:
Best DE melee unit is Incubi for sure, no questions about it.

Edit: For a TAC melee unit that is, for Hordes Beasts are technical best, but you have to run there


It really depends. Against low armored units incubi are not that great, and they can be wiped out by a single volley of shooting or close combat. Grotesques suffer from anti tank (but every AT shot that goes against them doesn't go towards ravagers and flyers) but they're way more durable against everything else. Grotesques are more versatile IMHO, incubi are amazing against elites or MEQs but pretty much useless if you face orks, AM, tyranids. I usually include a unit of trueborn in a venom to act as a needed distraction, a bullet magnet that allows incubi to attract lesser firepower.

About beasts I've only tried the flocks and a beastmaster by proxing some models, what are your experience about them? I've always loved the beastpack unit but since its models are utterly expensive and I haven't found some cheap alternatives to replace them or to be converted into them, I haven't really tried to include the beast in my games.

 
   
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 Blackie wrote:
 Amishprn86 wrote:
Best DE melee unit is Incubi for sure, no questions about it.

Edit: For a TAC melee unit that is, for Hordes Beasts are technical best, but you have to run there


It really depends. Against low armored units incubi are not that great, and they can be wiped out by a single volley of shooting or close combat. Grotesques suffer from anti tank (but every AT shot that goes against them doesn't go towards ravagers and flyers) but they're way more durable against everything else. Grotesques are more versatile IMHO, incubi are amazing against elites or MEQs but pretty much useless if you face orks, AM, tyranids. I usually include a unit of trueborn in a venom to act as a needed distraction, a bullet magnet that allows incubi to attract lesser firepower.

About beasts I've only tried the flocks and a beastmaster by proxing some models, what are your experience about them? I've always loved the beastpack unit but since its models are utterly expensive and I haven't found some cheap alternatives to replace them or to be converted into them, I haven't really tried to include the beast in my games.


I've done the number vs TEQ, MEQ and GEQ. Incubi are the best damage output that can go in transports Per Point Spent. Survivability wasnt calculated. But being a person with 20 Grotesques and that have played them many games.... They are not worth the points IMO.

PS, I converted mine from Ogres and Talos bits, here is some of them if you cared, I hate finecast and mono-posed units, this was also something like 60% the cost as well.




Edit: If They get a bit cheaper or (this is what i want) the LG gun is a lot cheaper, i think Grots with LG will be amazing if they are around 30pts with that upgrade, i would re-do my models in a heartbeat and take 20 again.

This message was edited 2 times. Last update was at 2017/10/10 11:35:07


   
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Italy

My grots look exactly like yours!!!! Ogres with talos parts and some green stuff

 
   
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 Blackie wrote:
My grots look exactly like yours!!!! Ogres with talos parts and some green stuff


NICE

This message was edited 1 time. Last update was at 2017/10/10 15:06:47


   
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Calculating Commissar




pontiac, michigan; usa

I still think scourge with shardcarbines can do ok vs infantry hordes. Not great but ok. You have to deep strike them and put them into cover when they come in so they're on a 3+ armor save however. It can work though and the game where i did this vs a guard gun-line they actually were incredibly durable against the guardsmen and heavy weapons. So durable in fact that he had to use his super-heavy (the transport super heavy with marine killer gun) to start gunning the scourge down while they were in their cover.

This message was edited 1 time. Last update was at 2017/10/14 20:35:46


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Inside Yvraine

Shard-carbines aren't necessarily bad, they're just poison weapons in an edition where poison 4+ is garbage.

For example, 30 shots for 130 points, but the thing is that against guardsmen that's just 30 lasgun shots. Against marines that's just 30 bolters. The damage just isn't there. You're right about boyz though. T4 with low/no save is probably the best target for our poison now.

What especially hurts is the loss of splinter racks. Bullet-boat raiders never again.

This message was edited 1 time. Last update was at 2017/10/15 03:48:04


 
   
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Yeah, poison isnt good as AI at all honestly. DE suffer from range AI, its their biggest weakness for sure atm.

Mandrakes might be the better AI unit with shooting IMO, DS+Shoot+charge, also they can go in vehicles, for the same Range. They at least can go threw armor and has a -1 to hit with a better invul.


   
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pontiac, michigan; usa

 Amishprn86 wrote:
Yeah, poison isnt good as AI at all honestly. DE suffer from range AI, its their biggest weakness for sure atm.

Mandrakes might be the better AI unit with shooting IMO, DS+Shoot+charge, also they can go in vehicles, for the same Range. They at least can go threw armor and has a -1 to hit with a better invul.



While i understand what both of you are saying you're just talking about killing power. While i understand dark eldar can be about first strike and scourge can do that i mentioned putting scourge into cover. That makes the 4+ turn into a 3+ armor save. I mean it's not great but it's something. Mandrakes while -1 to hit is nice are still gonna die easily. It's toughness 3 and a 5+ save regardless. They're gonna eat it hard if they don't kill the enemy. Scourge however can survive ranged fire from small arms and can probably last vs hordes in melee somewhat. Also if you can survive the melee horde in combat you just fly out and shoot into the enemy again. Mandrakes can't fly and so must either run and not shoot or just stick in melee. If you take them in a transport then you have to add about 100 pts to the cost and suddenly mandrakes become a lot more expensive than shardcarbine scourge even if they get more durable.

Wyches or bloodbrides are different in that they get a 4+ inv. save in combat in the fight phase which is nice. They can also prevent enemies from leaving combat somewhat with their special ability which is great. Once again however you need transports to get them there. If you take the raider which i'm sure you should because it'd be hilariously expensive to take them in venoms unless you were taking the venoms anyway. It'd even be better to do two 5 man wych squads in a raider if you're going msu provided you don't want to take morale checks for the most part. Of course kill points would be a problem if that's a thing. Sadly both wyches and bloodbrides are strength 3.

Then there's the khymerae you guys mentioned which while good and average movement speed can't take a transport. It has decent strength of 4 however.

I was also considering razorwing flocks but it's a measly strength 2 and vs toughness 4 only wounds on 6's and vs orks that'd just be absolute garbage. Against guard or gaunts it'd be ok though. Not to mention morale is on models lost not wounds and they could just absorb all that fire. Not only that but they can fly. Of course you'd need a crap ton of those finecast (crap-cast) models and that'd cost a lot of real money in comparison to the other choices.

Edit: Lols whoops i forgot wych units could take combat drugs. I suppose +1 strength would be helpful for them in anti-horde but with plenty of units you have to choose different combat drugs.
----------

Anyway here's an alternate idea. What about spamming kabalite warriors on foot? I realize it's just a t3 warrior with 5+ armor but each can shoot a decent amount and they're about 7 pts each. You'd need to lay down a lot of firepower or melee to kill em all. I'll admit i didn't think it all the way through but at rapid fire it can get 2 shots. Maybe you could sorta gun-line the warriors somehow if you have ravagers and scourge taking out all the long ranged firepower. Against guard that would be ridiculous to try (at that point kabalites are guardsmen with 3+ to hit instead of 4+ to hit) but vs nids or orks you could probably lay down a lot of shots. Sadly you'd need to rapid fire em for best effect but you get more bodies and more shooting though they are fragile. Perhaps having dark eldar on foot is an alien idea though. I mean a scourge with shardcarbine costs the same as 2 warriors with splinter rifles. Mandrakes cost the same as almost 3 warriors with splinter rifles in points.

I'll admit i'm not totally comfortable with it myself and haven't thought it all the way through but you could have a crap ton of models for a dark eldar army doing that. I mean it's a weird idea but it's one i might try considering our options currently don't work and i'll try anything that might work in the hopes that it will. Perhaps i got this method of thinking playing dark eldar in 7th ed 40k and back then we were used to losing vs higher tiered armies (which was most of the ones still being played).

This message was edited 3 times. Last update was at 2017/10/15 09:20:08


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 flamingkillamajig wrote:


Anyway here's an alternate idea. What about spamming kabalite warriors on foot?


How many of them are we talking about? 5 dudes are 35 points for 5/10 poisoned shots, but they die like flies and you won't have that many poisoned shots you need to clear a real horde, unless bringing 100+ warriors. I think 3-4 unit of kabalites and 4-5 venoms with 2 splinter cannons (and eventually some shots from the flyers) can be a decent TAC built that do something against hordes. Clearly hordes would still be an hard counter for drukhari but we don't have a TAC option that is great against hordes and actually work against other armies.

 
   
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If the Mandrakes get to shoot, and make the charge, I'm pretty sure they're the most efficient horde killer. If you don't make the charge though...

The only time you'd want to run footslogging Kabs is if you wanted a Brigade or you're Ynnari. That's a possibility when the Codex comes out but right now? There are better ways to spend 50/90 points.
   
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So how are yall dealing with deep strike, super elite characters, and Psychics? Played in a tournament yesterday and was constantly getting floored by those two things, not to say I was a perfect general or anything as I made bad mistakes and dice were against me in some situations.

Game 1: I was against a grey knight army that had 2 dreadknight grandmasters (1 of them was the warlord) drago, 3 strike squads, 3 razor backs with twin assault cannons, a storm raven and a venerable dreadnought. The only tactic that I could think of and has been working for the most part was deploying units that I could afford to lose up field and trying to make a bubble where they couldn't deep strike to kill my more valuable targets like Ravagers. But with no psychers of my own he had free reign to do infinity gate, smite, vortex or to keep sanctuary on his warlord the entire time. the game ended with him at 3 to my 1 point.

Game 2: alpha legion chaos, I actually barely won this game score came down to 10-9 but I lost two of my Ravagers because I couldn't deny warp time.

Game 3: Nids with deepstriking swarm lord and mawloc super fast hive tyrant. I probably played this game wrong but once again it was not being able to properly deal with a deep striking swarm lord or being able to deny psychic spells.

I feel like I'm gonna have to just bring CW into my list even if its for just 1 farseer, still I don't know what to do about deep striking, I know other armies have the same issue but they get around that by being durable but that's something that DE don't have. I've been considering CW but I'm gonna have to wait and see what their codex gives them and I would really like to stay pure DE.

 
   
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I play with Beasts and bubble wrap.

   
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pontiac, michigan; usa

Ok so i had another game today vs nids this time and have to say i think i have some ideas on what to do. See he take 10 termagaunts with the upgraded weapon (something like 18" range str 4 ap 0 and 3 shots if he didn't get that wrong). Now these things are probably even more potent than my shardcarbine scourge at doing pretty much the same job. Not only that but he can replace his dudes every one of his turns as well with that monster (tervigon?).

If i had to do everything all over again i'd say i'd shoot with scourge and then maybe tie the termagaunts in combat with venoms or some other vehicle. Venoms tend to get ignored if they don't have units inside and they're harder to hit and for small arms fire harder to wound as well. If i charge a venom into the squad it forces the squad to either be bogged down into melee for a turn with me possibly leaving in my turn to gun him down with my shardcarbine scourge. That said i can't hit and run with leaving the enemy unit and charging it again. Alternatively i could probably bog it down with a venom and then throw some bloodbrides or something at the enemy hordes (whether melee or ranged). Bloodbrides could get the +1 attack, +1 toughness or +1 strength boost.

Either way i think i have a plan of what to do in the future.

I may still take the scourge because scourge can still deep strike which leaves the enemy guessing where i'll come in at and it could allow me to hit part of their army at a time while some of their army is left flailing in the wind. Mandrakes could also work this way. Considering mandrakes still get hit on 6's to overwatch (-1 to hit doesn't help here) mandrakes still might lose a lot of guys to overwatch if the termagaunts take the assault 3 guns like that guy did.

This message was edited 3 times. Last update was at 2017/10/15 22:15:55


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